uniform sampler2D texture;
uniform vec3 emitterLight;
//to grab the color from the pixel shader
varying vec3 pixel_color;
varying vec3 normal;

void main()
{
	//store the final color in the FragColor
	vec4 colorFinal = (vec4(pixel_color,0) + texture2D(texture, gl_TexCoord[0].st));
	colorFinal += texture2D(texture, gl_TexCoord[0].st).w * vec4(emitterLight,0.0);
	//colorFinal = vec4(normal,0.0);
	gl_FragColor = colorFinal;

}
